﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Config.Internal
{
    public class ConfigConst
    {
        /// <summary>
        /// （运行时）加载使用的
        /// bytes文件所在的source目录
        /// </summary>
        public static string ConfigLoadPath = "Config/{0}";
        /// <summary>
        /// excel转bytes时
        /// 存储bytes文件的目录
        /// </summary>
        public static string DestinationPath = "Assets/Resources/Config/";
        /// <summary>
        /// excel所在的目录
        /// 可使用外部绝对路径 @"E:\CompanyProj_Local\Excel"
        /// 或者assets相对路径 "Assets/Excel"
        /// </summary>
        public static string ExcelPath = "Assets/Excel";
        /// <summary>
        /// 产出的config脚本所在路径
        /// </summary>
        public static string ConfigScriptPath = "Assets/Scripts/Config/";

        public static string SampleConfigScriptPath = "Assets/ConfigFrame/Editor/ConfigScriptSample.txt";


        public static string Namespace = "Config.{0}";
    }
}

